| Commit message (Collapse) | Author | Age | Files | Lines |
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shouldn't
* Fixes cases where Last Attachment Point doesn't get written when it should.
* Fixes Null Reference in BaseHttpServer when shutting down, null path provided.
* Drop then Wear retains Last Attachment Point
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
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start running when pulled from data storage.
Conflicts:
OpenSim/Data/SQLite/SQLiteSimulationData.cs
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Region/Framework/Scenes/EventManager.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
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other prims to be set to very far off positions on reattach.
Functionally the same as the patch by tglion in http://opensimulator.org/mantis/view.php?id=5334
However, not yet perfect - after editing just root prim on reattach the position is still wrong, though other prims are not set to far off positions.
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structs
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start running when pulled from data storage.
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may yield unexpected results in some cases. No database persistence yet,
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs
OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs
OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
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rezzed again. Allow Linden trees to be sensed by LLSensor as PASSIVE objects.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
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As a struct, Vector3 has already been cloned by MemberwiseClone()
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when avatars had been sitting on the original and a different avatar sat on the copy within the same opensim session.
This was because the sitting avatars list was being cloned rather than reset.
Addresses http://opensimulator.org/mantis/view.php?id=6649
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
OpenSim/Services/LLLoginService/LLLoginService.cs
OpenSim/Tests/Common/Mock/TestClient.cs
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looking in from neighbouring sims.
This was because this particular code path (unlike user delete) only sent kills to root presences, for no apparent good reason.
Added regression test for this case.
This fixes http://opensimulator.org/mantis/view.php?id=6627
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works. Setting perms for prims also works but they don't propagate correctly yet.
NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
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with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
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works. Setting perms for prims also works but they don't propagate correctly yet.
NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
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with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
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Conflicts:
OpenSim/Framework/ThrottleOutPacketType.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs
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in SOG Update(). rootpart does more complet checks
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Conflicts:
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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As per http://wiki.secondlife.com/wiki/LlGetLinkKey
This is done by keeping a scene-object wide list of sitters.
This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim.
This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists
Addresses http://opensimulator.org/mantis/view.php?id=6477
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Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
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avination
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
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root part to each of the child parts.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
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test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.
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now
Signed-off-by: Melanie <melanie@t-data.com>
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This controls how many undo steps the simulator will store for each prim.
Default is now 20 rather than 5 as it briefly was.
The default number could be increased through this is a memory tradeoff which will scale with the number of prims in the sim and level of activity.
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reusing a shared one than may not be valid
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